Re: How to change fonts and code pages in PT client.
There are many ways to make the font larger... especially if you are making a custom font specifically for your game. However the easiest method, I though was pretty obvious. If it slipped by you, I shall illustrate.
From the 6th figure in the tutorial, you can clearly see that the font name is only one of the parameters passed to GDI32.dlls' CreateFont() API.
You can find detailed information on this standard Win32 API on
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The parameters Weight (how emboldened) Width (character width) and Height (character height) allow you to change the size of the text to your hearts desire. The sizes are supposed to be in points, which is something like 1/100th of an inch assuming that all monitors have a dot pitch of 96 points per pixel. This is what Microsoft assume for ALL monitors, and in practice the assumption is ALWAYS WRONG. Then again, the only OS which does this correctly by default is Mac OS.
As a game developer, what you would really like to know is the size in pixels... sadly, if a point is 100th of an inch, and a pixel is 96 points the math gives you a silly big decimal fraction to match to, and you have to resort to an "artistic" approximation. Trial and error, until it "looks right".
A zero width, means the default width for the font height, and then point sizes will work in the game, much the same as they do in Word, or any other word processor... except that letter spacing is performed manually in Word... so the games' rendering of text is more like Wordpad, in fact.
What "looks right" will be different for each font, and many proportional fonts work very badly at any size, especially with the far east Asian clients which expect indographs (glyphs / characters) which are all the same size. All of which will increase the amount of artistic trial and error you need to perform to find something really, really nice.
Good luck, and happy hunting.
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